Paladin
Base Class: Paladin

There are few, if any, paladins of Avandra that exist in the world. Those that do often keep their oaths to themselves, and their holy symbols are simple tokens or items of remembrance to Lady Luck. Still, their devotion to travel and spreading change is second to none. They long to discover forgotten paths, ancient Alexandrian ruins, and their quest to find the old wayshrines is often one that takes them years to complete. Their oaths are simplistic, to the point, and taken in a wayshrine. If a paladin of Avandra faces a conflict of their oaths, they must uphold the highest one above the others.

Paladins that take the Oath of Travel must never be of the Evil alignment. Most followers of Avandra tend towards the Neutral Good, or Chaotic Good alignment, though they come in many forms.

Hold Freedom above all else: Break the bonds that chain innocent lives. Slavery, undue punishment, and unjust imprisonment are seen as abhorrent. 

Change the world for the better: Change is inevitable. See to it that the changes you make serve to better the world, and more importantly, the people that live in it.

Your Fate is your own: Set out into the world and make your own destiny.

Trade and Merriment: Drink, trade, speak to the people, and have fun. Your life may be short or long. See to it that you enjoy all that life has to offer.

 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Conviction. When you or an ally you can see within 30’ makes a saving throw, you can use your Channel Divinity to add your paladin level to the roll. You make the choice after you see the roll, but before you learn if the roll succeeds.

Quickened Steps. As an action, you may channel your divinity to confer an extra ten feet of movement to any creature you choose within thirty feet. In addition, they may move unhindered through difficult terrain. This effect lasts for one minute.

Emissary of Avandra. As an action, you may channel your divinity to confer a +5 to Charisma(Persuasion) and +5 to Charisma (Deception) checks for the next ten minutes. This bonus only affects the paladin.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Defiance

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed or [Tooltip Not Found]. If an ally that is already cursed/charmed comes within 10ft of you, they must make a charisma saving throw against the source of the targets effect. On a success, the effect ends. Otherwise it can then only be lifted by a remove curse or similar spell.

At 18th level this aura expands to 30ft.

 

 

Wandering Spirit

Beginning at 15th level, you are always under the effects of a freedom of movement spell.

Avandra's Chosen

You have dedicated your life to Lady Luck, and she has given you a blessing that few, if any, have received.

Chains and bindings, magical or otherwise, cannot remain on you. You are immune to being exhausted, grappled, incapacitated, paralyzed, petrified, restrained, or stunned.

In addition, once per week, you may cast the Teleport spell. This spell cannot mishap, so long as you have a true description of the area you wish to teleport to.

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